Time Nick Message 01:44 luk3yx Now that I've upgraded to IrrlichtMt 1.9.0mt1 the normal crosshair looks fine but the object crosshair is still weird 01:44 luk3yx https://i.imgur.com/4KIH9dD.png 01:52 luk3yx And the new "join game" tab is a slightly different size (either bigger or smaller depending on the window size) than every other tab, I'm not sure how easy this would be to fix though 09:11 sfan5 the join game tab has received a different design, so that's intentional 09:11 sfan5 no idea why the object crosshair isn't fixed yet though 09:19 CWz unable to compile latest minetest git, complains about Irrlicht MT missing. i already compiled the minetest fork of Irrlicht. 09:21 sfan5 there have been changes recently, you may have to compile it again 09:29 CWz still getting the not found error 09:31 sfan5 did you install it after building or are you specifying the paths manually? 09:32 CWz didn't mention this in Irrlicht git page. 09:32 MTDiscord Look at (for example) the build script for Minetest on the AUR 09:33 sfan5 better instructions will be added to the README soon but I don't think it's surprising that CMake cannot "guess" where irrlichtmt is 09:42 MTDiscord Is it possible to build libIrrlichtMt.so and libIrrlichtMt.a at the same time? 09:43 sfan5 you can build them after each other 09:45 MTDiscord Ok. So if I want to make a (for example) irrlicht-minetest package, can/should I build libIrrlichtMt.so and libIrrlichtMt.a separately, install them, and copy the header files to /usr/include? 09:46 MTDiscord /usr/include/irrlichtmt* 09:47 sfan5 if you for some reason want both the static and dynamic lib you should `make install` normally once and the second time just copy libIrrlichtMt.a where it belongs 09:48 sfan5 CWz: in case it doesn't work yet here's what you want to pass to Minetest's cmake: -DIRRLICHT_LIBRARY=/somewhere/irrlicht/lib/Linux/libIrrlichtMt.so -DIRRLICHT_INCLUDE_DIR=/somewhere/irrlicht/include 09:49 CWz all's good. 18:45 Jordach Krock: I've been up to no good btw 18:47 Krock Jordach: why not? 18:47 Krock did something happen to your shooter game or what? 18:48 Jordach I shall demonstrate https://gfycat.com/plumpdampcardinal 18:48 Krock looks unreal real 18:50 Jordach I've also gone as far to support materials 18:50 Jordach where weapons can be made of constituent textures 18:50 Jordach rather than say a normal uv map 18:52 Jordach and in case blender's exporter gets crazy ideas on where the material for the player's arms are 18:52 Jordach you can also define that 18:52 Jordach (it should be the first material, not shuffled randomly) 18:53 Krock mind making the punch animation more jerky? I think that would give it a more "powerful" feeling 18:54 Krock will you implement a stone age to modernity tech tree as well, when you're already at it? :P 18:55 Jordach it's somewhere between classic arena shooters like Quake 2 and Battlefield 4 18:55 Jordach it takes a lot from old and newer games 18:55 Jordach but the minetest voxel sandbox was included in balancing decisions 19:12 Krock nice! 19:46 Jordach and yes I'm playing with conf settings to optimise player render distance 19:47 Jordach from testing we've had successful raycasts beyond 700 nodes 19:47 Jordach and have zero impact on server performance 19:49 Krock unlimited power 19:50 MTDiscord what i've found is a lot of API calls lock processing steps 19:50 MTDiscord and basically put everything to pause while the map is worked on 20:08 MTDiscord i've also discovered some curious natures of how player-attached entities behav 20:08 MTDiscord they really dont like it client side when one teleports about 20:09 MTDiscord they visually disconnect, but still receive set_bone_pos or set_animation just fine 20:09 MTDiscord setting unlimited_player_transfer_distance fixes this weird-ness 20:35 Krock @Jordach: that setting is deprecated since like 2016 20:39 MTDiscord ? 20:40 MTDiscord so what am i supposed to replace it with 20:43 MTDiscord oh i see